Captain Trek wrote:Huh. Whatever you did, it's made it so that the mechs retain their lost HP for the second half of the final battle.

Oh, I can see why that happens. I will definitely be fixing that.

Captain Trek wrote:Also, I'm a bit annoyed that a Blast Psion can spawn and Vek can then run onto a mine, dealing unavoidable damage.

I can understand your frustration. It has happened to me as well. I do wonder though, is this different from normal behavior on maps with blast psions and mines? To combat the scenario, it is possible to unequip mine when fighting blast psions.

The re-balancing of the Launcher (or Minelayer, as it's now known) and the graphical improvements have really put this squad over the top in terms of quality. The Minelayer still feels like a bit of an odd man out compared to the other three mechs, but it now pulls its weight and is able to offer a properly unique playstyle through its mines that simply wasn't present in the previous iteration, so its quite adequate in terms of gameplay variety and balance. Besides, from what you have told me, the Minelayer is true to its counterpart from the game this squad's four units come from, so a completely seamless integration with the other three mechs as the Jeep, Tank, and Chopper have with each other appears to be off the cards. At this point, therefore, I have no problem updating this squad's rating from an A to an A+, which includes the Minelayer. You do outstanding work and I look forward to seeing what your next mod has in store.

Lemonymous wrote:I can possibly force every enemy to avoid mines for the entire battle on islands with blast psions. Is this a preferable solution?

I think it's better to just advise players to disable the weapon when they face Blast Psions and the Psion Abomination.

Updated all my mods that uses the library modApiExt in order to fix a mod incompatibility with other mods that used a slightly different version of the library. Let me know if anything broke in the process.